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[HELP] Follower hair "armor" is way too low


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Posted

I think i have a skeleton issue, but I'm not sure how to fix it. At one point when I was adjust some of the strings in nifskope, they hair ended way too high (practically hitting the ceiling).  If I try to force to move it down an axis, I get a CTD in the game. Any ideas how to fix this?  Oddly enough, the follower can wear any headgear without any issue.

 

Capture.PNG.2d5012c137dbf018d7c2c328cd79e31d.PNG

 

 

Posted

Don't you have a backup of the hair before this happened? and is that a hair or a wig?

 

EDIT: Ok, I see you put in the title (hair "armor") so I guess it is a wig. I'm not expert but when you say you were removing 'strings' you mean you were deleting bones? Looks like something important was taken out as well. But yeah it will be easier for you if you just take that hair again before the problem and be more careful next time.

 

If you continue with this problem, post the nif and I'll try to help you fix it.

Posted
1 hour ago, Ezarr said:

Don't you have a backup of the hair before this happened? and is that a hair or a wig?

 

EDIT: Ok, I see you put in the title (hair "armor") so I guess it is a wig. I'm not expert but when you say you were removing 'strings' you mean you were deleting bones? Looks like something important was taken out as well. But yeah it will be easier for you if you just take that hair again before the problem and be more careful next time.

 

If you continue with this problem, post the nif and I'll try to help you fix it.

Much oblige. I've added the nif file of the wig. Mind you this is the original aka unaltered version of it.

2B.nif

Posted

Man that file is fucked up. I get lost of warnings when I try opening it in NifSkope and I don't even see the mesh there:

Spoiler

Inked.jpg.d4b2bfac09d8c18a9e349fe6a6191153.jpg

 

And when I try opening it in OutfitStudio it gives me CTD:

Spoiler

919580349_bandicam2019-05-0410-10-07-389.jpg.73cfcecf9c39fdf7e347a59d6c80b3cc.jpg

 

So there's nothing I can do with it. You better try to get a working file of it or hope someone else could figure this out cause as I said before I'm no expert. But it looks like this file is damaged beyond repair.

Posted

An easy fix for this would be just to take the nif of that wig (provided you have it in a state where you can open it) and just copy and paste the nodes for the object over a vanilla helmet or something at least that use to work in Fallout 3.... That happens because you don't have the data present to show it should be connected to the head bone so it defaults to 0,0,0 coordinates.

Posted
11 hours ago, milkfreak07 said:

At one point when I was adjust some of the strings in nifskope, they hair ended way too high (practically hitting the ceiling).  If I try to force to move it down an axis, I get a CTD in the game.

no idea how you can ctd moving around a mesh

no idea what you call strings either

190504083151599575.jpg

on the right it's a random follower head, you think there's a problem because hairs are floating above the head?

 

head is on the ground because bones of that nif are 0 0 0 (stuff that copy paste the bones from the skeleton don't work)

the one that tried that, of course he saw the heads were between the feets

why and how to fix that? euh...

the thing he can do, it's checking the meshes translation in 3dmax or whatever, and give that to the nifs those heads are generated with

head is still on the ground, but it move up by 120 when it's load in game, so it's where it should

hair float above the head on the ground in the nif, because translation is applied, it's already where it should be

 

why did you mess with that before checking in game if there was really a problem?

 

on the left it's a random npc head, generated with headparts that have their translation applied (since that will never be fixed... why not load that stuff where it should directly, instead of loading it on the ground to move it around)

 

 

 

Posted

I don't know what I did different but i was able to move the wig up the z axis without CTD. Now i'm facing a different issue. Even I managed to get the wig to perfectly align with the head, I've issue with the physic/havok. Now at this point I don't really care about hair physic, but if I can fix the warp hair, this everything will be perfect. ScreenShot3.thumb.png.441c6585c0975a87f5ffd2630f4431af.pngimage.png.b692f63902a9be945da322c13be99f40.png

Posted
2 hours ago, milkfreak07 said:

I don't know what I did different but i was able to move the wig up the z axis without CTD.

that's because your first post is bullshit, so the others above didn't understood anything

you were trying to convert that follower to nothing special edition?

why not write it for those "experts" to copy paste useless stuff from topics about that?

 

anyway, your hair in the ceiling, it's because you have a mesh for bone head 0 0 0, in that 2b.nif where bone head isn't 0 0 0 (it's x y 120, so you have hairs are 240 instead of 120, so they are in the ceiling, above the head)

 

for the hair between the feet...

no idea what you did to convert the nif, but if you remove the weights, you reweights (or ctd)

it's 2 min to reweight hairs, you load the nif in bodyslide, no need to load femalehead.nif as reference since hairs are short (don't need shoulder weights to not clip with body), you just select bone npc head, a huge slider, and make everything red (mesh will follow bone npc head, it's done)

 

and if you fail converting that hair, instead of wasting your time retrying, why not open the follower head nif, delete na_hair, pick a hair from a nothing special edition hair pack, copy paste it in the head nif, and rename it to na_hair (you may even find that na_hair already converted right in that hair pack)

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